Abstract

This study investigates the gamification elements of Kahoot, a game-based digital learning program, and proposes a teaching and learning method that can be used for beginner’s level of Korean language education. Gamification is the application of game structures and principles to non-game fields to engage and focus users. By applying gamification to education, it is possible to utilize the extrinsic motivation of games to trigger the intrinsic motivation of games and maximize the effectiveness of education. An analysis of Kahoot, a digital learning program, based on the gamification elements identified in the literature review, shows that Kahoot not only faithfully reflects each element of gamification, but also has a variety of devices that can engage learners in sensory, challenging, and illusory immersion. Based on the needs of digitally savvy learners and the classroom that is equipped with digital equipment, Kahoot is appropriate to be utilized in the practice phase of beginner’s level of Korean. Chapter 4 presents a case study on the application of gamification to Korean language classes. The failure to conduct learner surveys or experimental studies based on the gamification concept and teaching and learning methods proposed in this study can be pointed out as a limitation of this study. In the future, more research should be conducted on how to use Kahoot and other digital learning programs for teaching and learning Korean based on their effectiveness.

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